Re: [PROJECT] Teequal [TQ]
Unless Chi11y have been lazy lately you should find the TQ-maps in post 1, 2 and 3, depending on who confirmed it.
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Teeworlds Forum → Community News → [PROJECT] Teequal [TQ]
Unless Chi11y have been lazy lately you should find the TQ-maps in post 1, 2 and 3, depending on who confirmed it.
ok, will remove [TQ], because the newest maps are not TQ too^^
Ok, neverlandctf1 is complete.
Check this now please.
I'm a liiittle sceptical about the tunnels, but they are quite visible so I'll pass them through.. TQ'd.
this too, kk ? <3
Feel free to try my maps. I made enough of them: Klick
I am an Artist, so I try to make my maps look good, but it is quite different to drawing something. The quality is sometimes better and sometimes worse...
Edit: just noticed... am I a bit late? ;P
Map creators/server admins can request their maps to be confirmed here and one of us 3 will check it out.
Tee_Shirt_Caverns.map
Does my map qualify?
Currently, this project is kinda freezed, I'm gonna restart it when 0.5 is released, so I wont add things to the main topic for now, just see it as a hint on whether or not your maps are as good as they should be..
037, your maps seem to be TQ. Good tiling and what seems to be balanced pickups.
Tee_Shirt: your map has some improper shadowtiling in the background, also the foreground layer looks solid and confusing. If you fix that you are up to TQ standard visually.
Excuse me. I got a question about the followning Teequality rule:
- The collisions should also be consistent, one tile shouldn't be solid on one place, and not on another.
A map I'm working on by borendom has a hidden passage and will have a shortcut. This hidden passage is done by putting the tiles layer over (...) the game layer, and then deleting the collisions on the passage. Would that fit?
No. Hidden tunnels is and will always be bad map design in any slightly competitive multiplayer game, as it makes the gameplay more random, and messes up the clearness that Teeworlds aim to have.
Just a note, in almost every maps there are some doodads who hide the tees, some are huge and play an important role, and if we switch high detail off, they disapear (try it on dm1), it gives an important advantage, maybe it could be a rule that every hider tiles shall not disapear when high detail off..?
Just a suggestion, enjoy.
Just a note, in almost every maps there are some doodads who hide the tees, some are huge and play an important role, and if we switch high detail off, they disapear (try it on dm1), it gives an important advantage, maybe it could be a rule that every hider tiles shall not disapear when high detail off..?
Just a suggestion, enjoy.
no good idea! most of the people also have "show name plates" swiched on and can see you while hiding behind doodads too.
besides on the default maps there are no doodads in front of the gamelayer who are bigger than the default tees.
Teeworlds Forum → Community News → [PROJECT] Teequal [TQ]
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